Wide Angle Camera

版本 v3.4.2·更新於 2026-10-07

Allows for very high FOV by implementing novel projections.

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模組介紹 作者原文

White Knuckle Wide Angle Camera Mod

Adds novel projection techniques to White Knuckle to allow for much greater fields of view with more pleasant distortion profiles.

This is done by rendering the game six times in each direction to the panosphere which represents the view in all directions from the player's perspective.

Then a shader is used to project pixels on the screen to directions in the panosphere and resolve what color they should be based on the panosphere rendering.

Features

A very wide FOV, via four distinct camera projections, and two cartographic projections, see below to read more about them

Also the following configuration dials to tune performance mostly:

  • Cubemap resolution, which scales the clarity-to-performance ratio of the camera; higher resolution increases clarity but costs more render time, thereby lowering performance.
  • Hand synchronization, which renders the in-world hands via another wide angle camera so that their position matches, but also lowers performance albeit to a lesser extent than increasing cubemap resolution.
  • Toggleable backface rendering, which controls whether the camera should render the direction behind the player or not, this is needed only if your field of view is set to a value which allows you to see more than 270° across any line on your screen. Without it enabled, if your field of view is high enough, you may see borders on the edges of your screen.
  • Toggleable extreme field of view unlock, which does away with my mostly sensible field of view upper bounds in the settings menu slider and replaces them with a maximum value much closer to what is theoretically achievable by the selected projection.

Stereographic Projection

Stereographic projection is the same in function as the vanilla rectilinear projection. It projects a point on the panosphere to the view plane by casting a ray through the sphere onto the plane.

The difference between stereographic projection and rectilinear projection is where the point of projection lies, for rectilinear, this point is the center of the sphere.

However for stereographic projection this point resides at the north pole, therefore rays can be cast from the projection point through the sphere for any point except the north pole.

Unlike rectilinear projection which cannot possibly cast a ray through the equator or anywhere behind it such that it will intersect the view plane.

As a result stereographic projection is asymptotically limited to a field of view of 360° instead of 180°.

Stereographic projection is a conformal projection that preserves angles at intersections of curves which means locally shape is preserved, unlike rectilinear projection which preserves the straightness of lines but stretches shapes.

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An ambulation along the haunted pier at 242×180° field of view

Azimuthal Equidistant Projection

Equidistant projection projects points onto the view plane such that their distance from the center is proportionally correct to the distance to that center point on the panosphere,

and such that all points are along the correct direction from that center.

As you might have noticed from that description, distances from any point on the screen to the reticle correspond directly to the angle between the rays intersecting that point in space and the reticle.

As such, a given point on the screen will always require the same amount of mouse motion to point yourself towards, unlike other projections which do not preserve angular distance.

I suspect this property might be the most beneficial for aim once sufficiently accustomed to the visuals. I also suspect it is the projection Hyper Demon uses, although it uses a different projection technique that I cannot independently replicate to confirm.

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Perambulating the waste heap at 270×152° field of view

Equisolid Angle Projection

Equisolid projection maps the environment onto the view plane such that any given area on the plane is equal to the area it occupied on the panosphere.

While this propert

安裝與使用 安裝:按包內說明操作

  1. 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
  2. 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
  3. 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
  4. 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。

不同模組的安裝位置差異較大,包內說明是最可靠的依據。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

BepInEx-BepInExPack

檔案與校驗

檔案名稱
Wide_Angle_Camera-3.4.2.zip
檔案大小
143.4 KiB